Fixed IsInWater acting strangely
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@@ -175,11 +175,11 @@
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<StatusEffect type="OnUse" target="Character" Health="-5.0" disabledeltatime="true">
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<RequiredItem name="Medical Syringe" type="Container"/>
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</StatusEffect>
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<!-- InWater is horribly broken right now. https://github.com/Regalis11/Barotrauma/issues/187
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<!-- InWater is horribly broken right now. https://github.com/Regalis11/Barotrauma/issues/187 -->
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<StatusEffect type="InWater" target="This" Condition="0.0" setvalue="true">
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<Sound file="Content/Items/Reactor/explosion.ogg"/>
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<Explosion range="250.0" structuredamage="10" damage="20" stun="5" force="5.0"/>
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</StatusEffect> -->
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</StatusEffect>
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</Throwable>
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</Item>
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@@ -515,7 +515,7 @@
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</StatusEffect>
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<!-- Here's a problem: if a chemical with delay is injected into more than one person, only the last person will get that delayed effect.
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Everyone else gets off scott free! Woo!!!..... -->
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<StatusEffect type="OnUse" target="Character" Oxygen="-15.0" Health="-1.0" duration="60.0" delay="20.0">
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<StatusEffect type="OnUse" target="Character" Oxygen="-20.0" Health="-1.0" duration="60.0" delay="20.0">
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<RequiredItem name="Medical Syringe" type="Container"/>
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</StatusEffect>
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</Throwable>
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@@ -777,11 +777,13 @@ namespace Barotrauma
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private bool IsInWater()
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{
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if (parentInventory != null && parentInventory.Owner != null)
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FindHull();
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if (CurrentHull == null) return true;
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float surfaceY = CurrentHull.Surface;
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return Position.Y < surfaceY;
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return CurrentHull.WaterVolume > 0.0f && Position.Y < surfaceY;
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}
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@@ -826,44 +828,46 @@ namespace Barotrauma
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}
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}
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inWater = IsInWater();
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if (inWater) ApplyStatusEffects(ActionType.InWater, deltaTime);
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if (body == null || !body.Enabled) return;
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System.Diagnostics.Debug.Assert(body.FarseerBody.FixtureList != null);
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if (Math.Abs(body.LinearVelocity.X) > 0.01f || Math.Abs(body.LinearVelocity.Y) > 0.01f)
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if (body != null && body.Enabled)
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{
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Submarine prevSub = Submarine;
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System.Diagnostics.Debug.Assert(body.FarseerBody.FixtureList != null);
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FindHull();
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if (Math.Abs(body.LinearVelocity.X) > 0.01f || Math.Abs(body.LinearVelocity.Y) > 0.01f)
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{
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Submarine prevSub = Submarine;
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if (Submarine == null && prevSub != null)
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{
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body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation);
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}
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else if (Submarine != null && prevSub == null)
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{
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body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
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}
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Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
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rect.X = (int)(displayPos.X - rect.Width / 2.0f);
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rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
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FindHull();
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if (Math.Abs(body.LinearVelocity.X) > MaxVel || Math.Abs(body.LinearVelocity.Y) > MaxVel)
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{
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body.LinearVelocity = new Vector2(
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MathHelper.Clamp(body.LinearVelocity.X, -MaxVel, MaxVel),
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MathHelper.Clamp(body.LinearVelocity.Y, -MaxVel, MaxVel));
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if (Submarine == null && prevSub != null)
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{
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body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation);
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}
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else if (Submarine != null && prevSub == null)
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{
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body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
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}
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Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
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rect.X = (int)(displayPos.X - rect.Width / 2.0f);
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rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
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if (Math.Abs(body.LinearVelocity.X) > MaxVel || Math.Abs(body.LinearVelocity.Y) > MaxVel)
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{
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body.LinearVelocity = new Vector2(
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MathHelper.Clamp(body.LinearVelocity.X, -MaxVel, MaxVel),
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MathHelper.Clamp(body.LinearVelocity.Y, -MaxVel, MaxVel));
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}
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}
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UpdateNetPosition();
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}
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UpdateNetPosition();
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if (!inWater || ParentInventory != null) return;
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inWater = IsInWater();
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if (inWater) ApplyStatusEffects(ActionType.InWater, deltaTime);
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if (body == null || !body.Enabled || !inWater || ParentInventory != null) return;
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ApplyWaterForces();
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CurrentHull?.ApplyFlowForces(deltaTime, this);
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}
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